Method for creating a mini-game

ABSTRACT

A starting location for the mini-game is chosen in the legacy game state. A snapshot is generated of that location. Once the snapshot is taken, trigger events are identified. Triggers corresponding to the trigger events are identified. A mini-game script is generated using the snapshot and triggers. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

CLAIM OF PRIORITY

This application is a Continuation of U.S. application Ser. No.15/650,755, filed on Jul. 14, 2017, (U.S. Pat. No. 10,525,359, issued onJan. 7, 2020), and entitled “METHOD FOR CREATING A MINI-GAME”, which isa divisional of U.S. application Ser. No. 13/631,740, filed on Sept. 28,2012, (U.S. Pat. No. 9,707,476, issued on Jul. 18, 2017), entitled“METHOD FOR CREATING A MINI-GAME” the entire contents of which areherein incorporated by reference.

CROSS-REFERENCE TO RELATED APPLICATION

This application is related to commonly-assigned, co-pending provisionalapplication entitled “DETERMINING TRIGGERS FOR CLOUD-BASED EMULATEDGAMES” to Brian Michael Christopher Watson, Victor Octav Suba Miura,Jacob P. Stine and Nicholas J. Cardell, U.S. Application No. 61/666,628(Attorney Docket Number SCEA12004US00), filed Jun. 29, 2012, the entiredisclosures of which are incorporated herein by reference.

This application is related to commonly-assigned, co-pending provisionalapplication entitled “HAPTIC ENHANCEMENTS FOR EMULATED VIDEO GAME NOTORIGINALLY DESIGNED WITH HAPTIC CAPABILITIES” to Victor Octav Suba Miuraand Brian Michael Christopher Watson, U.S. Application No. 61/666,645(Attorney Docket Number SCEA12005US00), filed Jun. 29, 2012, the entiredisclosures of which are incorporated herein by reference.

This application is related to commonly-assigned, co-pending provisionalapplication entitled “CONVERSION OF HAPTIC EVENTS INTO SCREEN EVENTS” toBrian Michael Christopher Watson and Victor Octav Suba Miura, U.S.Application No. 61/666,665 (Attorney Docket Number SCEA12006US00) filedJun. 29, 2012, the entire disclosures of which are incorporated hereinby reference.

This application is related to commonly-assigned, co-pending provisionalapplication entitled “SUSPENDING STATE OF CLOUD-BASED LEGACYAPPLICATION” to Jacob P. Stine, Brian Michael Christopher Watson, VictorOctav Suba Miura and Nicholas J. Cardell, U.S. Application No.61/666,679 (Attorney Docket Number SCEA12007US00), filed Jun. 29, 2012,the entire disclosures of which are incorporated herein by reference.

This application is related to commonly-assigned, co-pending applicationSer. No. 13/631,725, (Attorney Docket Number SCEA12008US00), filed Sep.28, 2012, and entitled “REPLAY AND RESUMPTION OF SUSPENDED GAME” toBrian Michael Christopher Watson, Victor Octav Suba Miura, Jacob P.Stine and Nicholas J. Cardell, filed the same day as the presentapplication, the entire disclosures of which are incorporated herein byreference.

This application is related to commonly-assigned, co-pending applicationSer. No. 13/631,785, (Attorney Docket Number SCEA12010US00), filed Sep.28, 2012, and entitled “PRE-LOADING TRANSLATED CODE IN CLOUD BASEDEMULATED APPLICATIONS”, to Jacob P. Stine, Victor Octav Suba Miura,Brian Michael Christopher Watson, and Nicholas J. Cardell the entiredisclosures of which are incorporated herein by reference.

This application is related to commonly-assigned, co-pending applicationSer. No. 13/631,803, (Attorney Docket Number SCEA12011US00), filed Sep.28, 2012, and entitled “ADAPTIVE LOAD BALANCING IN SOFTWARE EMULATION OFGPU HARDWARE”, to Takayuki Kazama and Victor Octav Suba Miura, theentire disclosures of which are incorporated herein by reference.

This application is related to commonly-assigned, co-pending applicationSer. No. 13/631,812, (Attorney Docket Number SCEA12012US00), filed Sep.28, 2012, entitled “METHOD AND APPARATUS FOR IMPROVING EFFICIENCYWITHOUT INCREASING LATENCY IN EMULATION OF A LEGACY APPLICATION TITLE”,to Jacob P. Stine and Victor Octav Suba Miura, the entire disclosures ofwhich are incorporated herein by reference.

FIELD OF THE DISCLOSURE

The present disclosure is related to a method for creating a videomini-game based on a legacy game title using a snapshot technique. Amongother things, this application describes a method for creating a videomini-game from a legacy game by identifying an interesting location inthe game where the mini-game can begin. This location is called asnapshot. This method creates a new game based on a snapshot of a legacygame, and provides small cuts of entertainment for players who do notwant to play the whole legacy game.

BACKGROUND OF THE INVENTION

Finding new ways to play legacy video games can increase the longevityof older games. Instead of playing the whole game, which can span manyhours, gamers desire an opportunity to play a game with a shorter timeframe. Gamers also appreciate being able to play a game with which theyare familiar. It is within this context that aspects of the presentdisclosure arise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic diagram of a client device platform and anemulator communicating over a network according to an aspect of thepresent disclosure.

FIG. 2 is a block diagram illustrating a method of generating amini-game script from a pre-existing game and delivering the script tothe emulator.

FIG. 3 is a block diagram illustrating a method of selecting a mini-gameat the client device platform and sending the mini-game selection inputto the emulator.

FIG. 4 is a block diagram illustrating how the instructions for themini-game snapshot and emulated game data are sent to the client deviceplatform, mini-game input data is sent back to the emulator.

FIG. 5 is a block diagram illustrating the emulation process and theinteraction between the emulator, mini-game script and client deviceplatform.

FIG. 6 is a decision tree illustrating how the mini-game script respondsto triggers.

INTRODUCTION

In response to the need for increasing the longevity of legacy games andto play a game with a shorter time frame in which the gamer is familiar,a method to create mini-games has been devised. The method is based oncreating a mini-game from a legacy game title using a snapshottechnique. The method involves a mini-game generator generating asnapshot of an interesting starting location within the legacy game.There is some defined event that when achieved will cause the mini-gameto reach an endpoint or a non-endpoint. These events can include,without limitation, the mini-game timing out, a certain score beingachieved, the lead character being neutralized, the adversary beingneutralized, or some other objective being reached. One or more triggersthat correspond to the events are identified from the legacy game. Thetriggers are used to define the endpoint of the mini-game. The triggerscan also be used to define other corresponding events that occur duringmini-game play. The mini-game generator records the snapshot andtriggers data. A developer can create a script from the captured data(snapshot and triggers) and bundle the script with the captured data.Within a mini-game, the gamer can be instructed to complete newobjectives or challenge their friends for high scores in a format thatwas not originally designed into the legacy game. Further, since themini-game is derived from a legacy game, the gamer already knows thecharacters and basic components of the game, and is therefore morelikely to play the mini-game.

DETAILED DESCRIPTION OF THE DRAWINGS

Although the following detailed description contains many specificdetails for the purposes of illustration, anyone of ordinary skill inthe art will appreciate that many variations and alterations to thefollowing details are within the scope of the present disclosure.Accordingly, the aspects of the present disclosure described below areset forth without any loss of generality to, and without imposinglimitations upon, the claims that follow this description.

In order to create mini-games without reverse engineering and recoding alegacy game, a game designer may rely on the use of triggers andsnapshots to provide information needed for the mini-games withouthaving to dig into the code of the legacy game. The mini-games may becreated by providing an emulator with game inputs that bring theemulated game to a certain point where the mini-game will begin. Asnapshot may be generated at that point in order to be used as thestarting point in the future mini-game. A snapshot can be generated atany location in a legacy game. As used herein, a snapshot may be arecorded description of the state of every device being emulated at adesignated time during the emulation according to an aspect of thepresent disclosure.

A snapshot may be generated by a snapshot generator as follows. Firstthe snapshot generator delivers game inputs to an emulator. The emulatorreceives the game inputs and proceeds to emulate the game according tothe game inputs. At some point during the emulation, the snapshotgenerator delivers a suspension request to the emulator. Once thesuspension request is received, the emulator will suspend the emulatedtitle at the next point in time at which all devices being emulated arein a steady state. Steady state means there are no asynchronousactivities occurring in the emulator. At this steady state, the snapshotgenerator generates a snapshot of the emulated game by recording thecurrent state of all devices being emulated. Snapshots are furtherdescribed in commonly assigned pending application Ser. No. 61/666,679(Attorney Docket Number SCEA12007US00) filed on Jun. 29, 2012, andentitled “SUSPENDING STATE OF CLOUD-BASED LEGACY APPLICATIONS”, whichhas been incorporated herein by reference.

Once the snapshot is taken to identify the starting point in themini-game, triggers may be generated according to aspects of the presentdisclosure in order to provide new experiences for the game. Accordingto an aspect of the present disclosure, a trigger event that requires anemulator to produce a desired output is identified. A trigger that isassociated with the trigger event is then identified and stored in amemory of the emulator. Thereafter, when the emulator runs an emulationroutine, it will compare the emulated game data to the trigger stored inits memory, and will therefore know to produce the desired output whenthe emulated game data matches the trigger. Game designers may thendevelop a script by using the snapshot and triggers to produce themini-game. Triggers are further described in commonly assigned pendingapplication Ser. No. 61/666,628 (Attorney Docket Number SCEA12004US00)filed on Jun. 29, 2012, and entitled “DETERMINING TRIGGERS FORCLOUD-BASED EMULATED GAMES”, which has been incorporated herein byreference.

FIG. 1 is a schematic diagram illustrating interaction between clientdevice platform 103 and an emulator 107 according to aspects of thepresent disclosure. The emulator 107 may be accessed by a client deviceplatform 103 over a network 160. Although only a single emulator isshown in FIG. 1, aspects of the present disclosure are not limited tosuch implementations. The client device platform 103 may access aplurality of alternative emulators 107 over the network 160. Theemulators 107 may be identical to each other, or they may each beprogrammed to emulate unique legacy game titles 106 or unique sets oflegacy game titles 106.

The client device platform 103 may include a central processor unit(CPU) 131. By way of example, a CPU 131 may include one or moreprocessors, which may be configured according to, e.g., dual-core,quad-core, multi-core, or Cell processor architecture. The client deviceplatform 103 may also include a memory 132 (e.g., RAM, DRAM, ROM, andthe like). The CPU 131 may execute a process-control program 133,portions of which may be stored in the memory 132. The client deviceplatform 103 may also include well-known support circuits 140, such asinput/output (I/O) circuits 141, power supplies (P/S) 142, a clock (CLK)143 and cache 144. The client device platform 103 may optionally includea mass storage device 134 such as a disk drive, CD-ROM drive, tapedrive, or the like to store programs and/or data. The client deviceplatform 103 may also optionally include a display unit 137. The displayunit 137 may be in the form of a cathode ray tube (CRT) or flat panelscreen that displays text, numerals, or graphical symbols. A controller145 may be connected to the client device platform 103 through the I/Ocircuit 141 or it may be directly integrated into the client deviceplatform 103. The controller 145 may facilitate interaction between theclient device platform 103 and a user. The controller 145 may include akeyboard, mouse, joystick, light pen, hand-held controls or otherdevice. The client device platform 103 may include a network interface139, configured to enable the use of Wi-Fi, an Ethernet port, or othercommunication methods.

The network interface 139 may incorporate suitable hardware, software,firmware or some combination of two or more of these to facilitatecommunication via an electronic communications network 160. The networkinterface 139 may be configured to implement wired or wirelesscommunication over local area networks and wide area networks such asthe Internet. The client device platform 103 may send and receive dataand/or requests for files via one or more data packets over the network160.

The preceding components may exchange signals with each other via aninternal system bus 150. The client device platform 103 may be a generalpurpose computer that becomes a special purpose computer when runningcode that implements embodiments of the present invention as describedherein.

The emulator 107 may include a central processor unit (CPU) 131′. By wayof example, a CPU 131′ may include one or more processors, which may beconfigured according to, e.g., a dual-core, quad-core, multi-core, orCell processor architecture. The emulator 107 may also include a memory132′ (e.g., RAM, DRAM, ROM, and the like). The CPU 131′ may execute aprocess-control program 133′, portions of which may be stored in thememory 132′. The emulator 107 may also include well-known supportcircuits 140′, such as input/output (I/O) circuits 141′, power supplies(P/S) 142′, a clock (CLK) 143′ and cache 144′. The emulator 107 mayoptionally include a mass storage device 134′ such as a disk drive,CD-ROM drive, tape drive, or the like to store programs and/or data. Theemulator 107 may also optionally include a display unit 137′ and userinterface unit 138′ to facilitate interaction between the emulator 107and a user who requires direct access to the emulator 107. By way ofexample and not by way of limitation a client device platform 103 orengineer may need direct access to the emulator 107 in order to programthe emulator 107 to properly emulate a desired legacy game 106 or to addadditional mini-game capabilities to a legacy game 106. The display unit137′ may be in the form of a cathode ray tube (CRT) or flat panel screenthat displays text, numerals, or graphical symbols. The user interfaceunit 138′ may include a keyboard, mouse, joystick, light pen, or otherdevice. The emulator 107 may include a network interface 139′,configured to enable the use of Wi-Fi, an Ethernet port, or othercommunication methods.

The network interface 139′ may incorporate suitable hardware, software,firmware or some combination of two or more of these to facilitatecommunication via the electronic communications network 160. The networkinterface 139′ may be configured to implement wired or wirelesscommunication over local area networks and wide area networks such asthe Internet. The emulator 107 may send and receive data and/or requestsfor files via one or more data packets over the network 160.

The preceding components may exchange signals with each other via aninternal system bus 150′. The emulator 107 may be a general purposecomputer that becomes a special purpose computer when running code thatimplements embodiments of the present invention as described herein.

Emulator 107 may access a legacy game 106 that has been selected by theclient device platform 103 for emulation through the internal system bus150′. There may be more than one legacy game 106 stored in the emulator107, e.g., in the memory 132′ or in the mass storage device 134′.Additionally, one or more legacy games 106 may be stored at a remotelocation accessible to the emulator 107 over the network 160. Eachlegacy game 106 contains game code 108. When the legacy game 106 isemulated, the game code 108 produces legacy game data 109.

By way of example, a legacy game 106 may be any game that is notcompatible with a target platform. By way of example and not by way oflimitation, the legacy game 106 may have been designed to be played onSony Computer Entertainment's PlayStation console, but the targetplatform is a home computer. By way of example, the legacy game 106 mayhave been designed to be played on a PlayStation 2 console, but thetarget platform is a PlayStation 3 console. Further, by way of exampleand not by way of limitation, a legacy game 106 may have been designedto be played on a PlayStation console, but the target platform is a handheld console such as the PlayStation Vita from Sony ComputerEntertainment.

As shown in FIG. 2, the mini-game is generated from a legacy game. Byway of example, and not by way of limitation, the mini-game generator218 chooses a mini-game starting location in the legacy game, asindicated at 251. The starting location may be any location within thelegacy game. After a starting location is chosen, the mini-gamegenerator generates a snapshot of that point in the legacy game, asindicated at 252. The next step is to choose one or more events from thelegacy game execution state, as indicated at 253. In someimplementations, the executions state may be modified slightly after ithas been loaded. By way of example, and not by way of limitation, theexecution state maybe modified by setting the current score, number oflives remaining, or remaining time in the game.

The mini-game generator identifies one or more triggers that correspondto the events, as indicated at 254. The events may include, by way ofexample and without limitation, mini-game-ending triggers such as themini-game timing out, an adversary being neutralized, a protagonistbeing neutralized or a certain score being achieved. The events may alsoinclude, by way of example and without limitation, non-mini-game-endingtriggers such as a certain score being achieved or a game characterreaching a certain level within the game. The identified triggers mayinclude changes in the game state or game data that correspond to theevents. For example, if the event is a certain score being achieved, thecorresponding trigger would occur when the game data indicates that thecertain score has been achieved. The mini-game generator combines thesnapshot and triggers to generate a script 209 for a particularmini-game, as indicated at 255. The mini-game script 209 selection maythen be loaded on an emulator 207. The mini-game script 209, a snapshotof the starting location and trigger data may all be stored in anon-transitory computer-readable medium.

In some implementations, game state information may be harvested andutilized within a controlling script to determine subsequent eventswithin the mini-game. By way of example, and not by way of limitation,information regarding virtual items obtained by a player during one themini-game may be carried over to a subsequent part. Alternatively, thescore may determine whether a player advances to another level ordetermines the level to which the player advances after a section themini-game has been completed.

FIG. 3 schematically illustrates an example of implementing a mini-game.A client device platform 303 instructs an emulator 307 to send emulatedgame data of a legacy game by selecting a mini-game option from aplurality of mini-game choices 312 as they may appear on the clientdevice platform display 311. Based on the mini-game 312 selected, themini-game script 317 provides the emulator 307 with game inputs thatbring the emulated game to the starting location of the mini-game withinthe legacy game execution state 316. The starting location data 314 ofthe emulated game are then sent to the client device platform 303 andare shown on the client device platform display 311.

FIG. 4 schematically illustrates another example of implementing amini-game. In this example, as game play begins, a client deviceplatform 403 receives emulated game data 414 of a legacy game from anemulator 407. As the game is played on the client device (e.g., using agame interface 411, which may be implemented in hardware or software orsome combination thereof), emulated game data 414 is continually sent tothe client device platform 403 from the emulator 407. Simultaneously,mini-game input data 420 is sent from the client device platform 403 tothe emulator 407. The mini-game script 417 monitors game play thatresults from the emulated game data 414 and input data 420 to determineif any triggers occur. The mini-game script 417 provides the emulator407 with game inputs that bring the emulated game to an end when agame-ending trigger occurs. The mini-game script 417 may also providethe emulator 407 with non-game-ending inputs when a non-game-endingtrigger occurs.

FIG. 5 is a flow diagram illustrating the interaction between the clientdevice platform 103 the mini-game script 109 and the emulation process570. In one embodiment, the mini-game is selected from the client deviceplatform 103, as indicated at 591. The mini-game selection data is sentto the emulator 107 which loads the game instructions and the mini-gamescript 109, as indicated at 571. The mini-game script 109 loads thesnapshot 581 onto the emulator 107 and mini-game play begins, asindicated at 576. The emulator 107 generates emulated game data asindicated at 577. The emulated game data is sent to the client deviceplatform 103. The client device platform 103 receives emulated game datafrom the emulator 107, as indicated at 592. The client device platform103 sends game inputs as also indicated at 592 which are received by theemulator 107, as also indicated at 577. The mini-game script 109monitors data from the emulated game identifying triggers thatcorrespond to events within the game, as indicated at 582.

FIG. 6 is a decision tree illustrating how the mini-game script 209monitors data from the emulated game at 582. If the mini-game scriptdetects a mini-game-ending trigger, e.g., by comparing the emulated gamedata to the trigger data, the script sends mini-game-ending instructionsto the emulator. If the mini-game script does not detect amini-game-ending trigger it continues monitoring the game data. If themini-game script detects a non-mini-game-ending trigger, the scriptsends non-game-ending instructions to the emulator and continuesmonitoring the game data.

As may be seen from the foregoing, embodiments of the present inventionallow for the increased utility of legacy games through the use ofsnapshots and triggers without having to expend the resources requiredfor creating an entirely new game. This provides game players with thebenefit of shorter gaming experiences for games in which they arealready familiar.

While the above is a complete description of the preferred embodiment ofthe present invention, it is possible to use various alternatives,modifications and equivalents. Therefore, the scope of the presentinvention should be determined not with reference to the abovedescription but should, instead, be determined with reference to theappended claims, along with their full scope of equivalents. Any featuredescribed herein, whether preferred or not, may be combined with anyother feature described herein, whether preferred or not. In the claimsthat follow, the indefinite article “A”, or “An” refers to a quantity ofone or more of the item following the article, except where expresslystated otherwise. The appended claims are not to be interpreted asincluding means-plus-function limitations, unless such a limitation isexplicitly recited in a given claim using the phrase “means for.”

What is claimed is:
 1. A method for implementing a mini-game,comprising: sending one or more load instructions from a client deviceto a remote computer for executing an emulator to load a snapshot from agame, the snapshot being associated with an execution state, and thesnapshot is associated with data representing a starting location of themini-game, and the snapshot is further associated with saved data;monitoring emulated data produced by the emulator during execution ofthe mini-game for one or more pre-determined events with the clientdevice; detecting a pre-determined event in the emulated data; andproviding one or more instructions to the emulator when thepre-determined event is detected.
 2. The method of claim 1, wherein thesnapshot is associated to any location in a game execution state.
 3. Themethod of claim 1, wherein the pre-determined event corresponds to amini-game end.
 4. The method of claim 3, wherein the mini-game-endoccurs after one of the game timing out, or an adversary beingneutralized, or a protagonist being neutralized, or a certain scorebeing achieved, or termination of an action sequence.